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|Editing:||Please feel free to edit constructively!|
|Type3:||Psychic or Nonlethal Bludgeoning; see text|
1. See Damage Increases by Size to calculate the damage for a weapon larger than Medium or smaller than Small.
2. Weight figures are for Medium weapons. A Small weapon weighs half as much, and a Large weapon weighs twice as much.
3. When two types are given, the weapon is both types if the entry specifies "and", either type (player's choice at time of attack) if the entry specifies "or", or each end of the double weapon is a different type if the entry specifies "/".
4. The hp value given is for Medium armor, weapons, and shields. Divide by 2 for each size category of the item smaller than Medium, or multiply it by 2 for each size category larger than Medium.
It may have started as an illithid joke between fellow mindflayers, but the secret of creating brainchucks escaped and was picked up by the rare oddball and psychotic. By fusing two brains together by their brain stems and spinal cords and embalming the mess in special psychoactive alchemical fluids, a solid, if squishy, weapon is created. Used like nunchucks, they crackle with energy in the hands of a psionic character. As long as they have at least 1 PP remaining, the weapon deals raw psychic damage, which bypasses damage reduction and has no type. This is a mind-affecting effect and does not work on those immune to mind-affects. If used by someone without PP or against someone immune to mind-effects, it deals the same damage as nonlethal bludgeoning damage. The brainchucks are always a +1/+1 weapon, and even if psychicly charged you may choose to deal nonlethal if you wish. Because of its disturbing appearance, users gain a +2 bonus to intimidate checks.
Unlike normal nunchucks, the brainchucks are a double weapon that is designed to be flailed around at high speed. The brainchucks is a special monk weapon. This designation gives a monk wielding brainchucks special options. With brainchucks, you get a +2 bonus on opposed attack rolls made to disarm an enemy (including the roll to avoid being disarmed if such an attempt fails).
Brainchucks count as nunchucks for the purposes of feats and proficiency.